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When entities in formations were renamed (e.g., during promotion), the formation would immediately recalculate all member positions, and queue movement orders causing visible shuffling. Changes: 1. Transfer existing offsets movement to the renamed entity to maintain current formation structure 2. Schedule offset recalculation for the next tick to allow proper reordering after all systems have updated This preserves formation integrity during renames while allowing eventual optimal position recalculation. Fixes #8656
208 lines
6.6 KiB
C++
208 lines
6.6 KiB
C++
/* Copyright (C) 2026 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICMPUNITMOTION
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#define INCLUDED_ICMPUNITMOTION
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#include "maths/Fixed.h"
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#include "maths/FixedVector2D.h"
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#include "simulation2/helpers/Pathfinding.h"
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#include "simulation2/helpers/Position.h"
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#include "simulation2/system/Component.h"
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#include "simulation2/system/Entity.h"
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#include "simulation2/system/Interface.h"
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#include <js/Value.h>
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#include <string>
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/**
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* Motion interface for entities with complex movement capabilities.
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* (Simpler motion is handled by ICmpMotion instead.)
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*
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* It should eventually support different movement speeds, moving to areas
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* instead of points, moving as part of a group, moving as part of a formation,
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* etc.
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*/
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class ICmpUnitMotion : public IComponent
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{
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public:
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/**
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* Attempt to walk into range of a to a given point, or as close as possible.
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* The range is measured from the center of the unit.
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* If cannot move anywhere at all, or if there is some other error, then returns false.
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* Otherwise, returns true.
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* If maxRange is negative, then the maximum range is treated as infinity.
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*/
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virtual bool MoveToPointRange(entity_pos_t x, entity_pos_t z, entity_pos_t minRange, entity_pos_t maxRange) = 0;
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/**
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* Attempt to walk into range of a given target entity, or as close as possible.
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* The range is measured between approximately the edges of the unit and the target, so that
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* maxRange=0 is not unreachably close to the target.
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* If the unit cannot move anywhere at all, or if there is some other error, then returns false.
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* Otherwise, returns true.
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* If maxRange is negative, then the maximum range is treated as infinity.
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*/
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virtual bool MoveToTargetRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
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/**
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* Join a formation, and move towards a given offset relative to the formation controller entity.
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* The unit will remain 'in formation' fromthe perspective of UnitMotion
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* until SetMemberOfFormation(INVALID_ENTITY) is passed.
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*/
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virtual void MoveToFormationOffset(entity_id_t controller, entity_pos_t x, entity_pos_t z) = 0;
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/**
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* Set/unset the unit as a formation member.
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* @param controller - if INVALID_ENTITY, the unit is no longer a formation member. Otherwise it is and this is the controller.
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*/
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virtual void SetMemberOfFormation(entity_id_t controller) = 0;
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/**
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* Check if the target is reachable.
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* Don't take this as absolute gospel since there are things that the pathfinder may not detect, such as
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* entity obstructions in the way, but in general it should return satisfactory results.
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* The interface is similar to MoveToTargetRange but the move is not attempted.
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* @return true if the target is assumed reachable, false otherwise.
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*/
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virtual bool IsTargetRangeReachable(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0;
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/**
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* Returns true if we are possibly at our destination.
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* Since the concept of being at destination is dependent on why the move was requested,
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* UnitMotion can only ever hint about this, hence the conditional tone.
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*/
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virtual bool PossiblyAtDestination() const = 0;
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/**
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* Turn to look towards the given point.
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*/
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virtual void FaceTowardsPoint(entity_pos_t x, entity_pos_t z) = 0;
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/**
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* Stop moving immediately.
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*/
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virtual void StopMoving() = 0;
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/**
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* Get the speed at the end of the current turn.
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*/
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virtual fixed GetCurrentSpeed() const = 0;
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/**
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* Set the speed.
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*/
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virtual void SetCurrentSpeed(const fixed& speed) = 0;
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/**
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* Get the current formation offset if this unit is moving as a formation member.
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* @returns std::nullopt if the unit is not in formation movement mode,
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* otherwise returns the formation offset.
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*/
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virtual std::optional<CFixedVector2D> GetFormationOffset() const = 0;
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/**
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* @returns true if the unit has a destination.
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*/
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virtual bool IsMoveRequested() const = 0;
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/**
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* @returns true if the unit is moving orderly in it's Formation.
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*/
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virtual bool IsMovingAsFormation() const = 0;
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/**
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* Get the unit template walk speed after modifications.
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*/
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virtual fixed GetWalkSpeed() const = 0;
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/**
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* Get the unit template running (i.e. max) speed after modifications.
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*/
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virtual fixed GetRunMultiplier() const = 0;
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/**
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* Returns the ratio of GetSpeed() / GetWalkSpeed().
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*/
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virtual fixed GetSpeedMultiplier() const = 0;
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/**
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* Set the current movement speed.
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* @param speed A multiplier of GetWalkSpeed().
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*/
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virtual void SetSpeedMultiplier(fixed multiplier) = 0;
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/**
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* Get the speed at which the unit intends to move.
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* (regardless of whether the unit is moving or not right now).
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*/
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virtual fixed GetSpeed() const = 0;
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/**
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* @return the estimated position of the unit in @param dt seconds,
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* following current paths. This is allowed to 'look into the future'.
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*/
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virtual CFixedVector2D EstimateFuturePosition(const fixed dt) const = 0;
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/**
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* Get the current acceleration.
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*/
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virtual fixed GetAcceleration() const = 0;
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/**
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* Set the current acceleration.
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* @param acceleration The acceleration.
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*/
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virtual void SetAcceleration(fixed acceleration) = 0;
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/**
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* Set whether the unit will turn to face the target point after finishing moving.
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*/
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virtual void SetFacePointAfterMove(bool facePointAfterMove) = 0;
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virtual bool GetFacePointAfterMove() const = 0;
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/**
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* Get the unit's passability class.
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*/
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virtual pass_class_t GetPassabilityClass() const = 0;
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/**
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* Get the passability class name (as defined in pathfinder.xml)
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*/
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virtual std::string GetPassabilityClassName() const = 0;
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/**
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* Sets the passability class name (as defined in pathfinder.xml)
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*/
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virtual void SetPassabilityClassName(const std::string& passClassName) = 0;
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/**
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* Get the unit clearance (used by the Obstruction component)
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*/
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virtual entity_pos_t GetUnitClearance() const = 0;
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/**
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* Toggle the rendering of debug info.
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*/
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virtual void SetDebugOverlay(bool enabled) = 0;
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DECLARE_INTERFACE_TYPE(UnitMotion)
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};
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#endif // INCLUDED_ICMPUNITMOTION
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